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CaptainKraft

Member Since 06 May 2012
Offline Last Active Aug 24 2014 08:04 PM

Topics I've Started

Tiled vs Full Image Assets

28 July 2012 - 01:44 PM

I'm at the point in my game where I need to layout my maps so that I can have a full world to work with. So far I've just used a few tiles to represent a few things (stone, grass, dirt, water) but I'm not sure the best way to go about it.

Recently I had an idea that I could just draw each level in Gimp as one solid image. Then I would use tiles or rectangles (or something else) to represent solid areas on the map.

My question is whether this method would slow things down a lot or if there are some other issues that I'm not considering. My current thoughts are that it would make things a bit easier as far as displaying the level because I would just be loading up an image. Then I'd use an array of rectangles to handle collision at certain spots on the map.

Any thoughts?

Scaling Tile Sizes to Window Size

17 July 2012 - 02:54 PM

I've got a simple engine running that allows me to display tiles in an 800 x 648 window. Each tile is 32 x 32, but the look isn't what I'm going for.

What are some simple ways to scale the images to fit a bigger window or to sort of "zoom" in on the tiles so they are bigger than they appear.

I really want the pixel art look, and I'm not sure how to achieve this.

Thanks!

HAXE - Multiplatform Programming

17 July 2012 - 01:54 PM

I recently heard about an update for HAXE which allows it to compile to Java code. You can check it out at http://haxe.org/


Also, I was curious if anyone here has any experience with the language. It's been around for a while now but this is the first time I'm hearing about it.

If anyone has used it, how viable is it for game programming, especially for the web?

Different Styles For Moving Sprites

11 July 2012 - 01:37 PM

Lately I've been trying to make a lot of design decisions for my game and the type of movement that will be in the game is a big deal.

I've tried out a couple different methods (free movement and tile-by-tile movement) but I'd like to see what you guys think.

What are some different ways to control movement that you have experience with and what are the ups and downs? Also, which do you think is the most fun to use?

Is a Separate InputHandler Class Worth It?

09 July 2012 - 01:30 PM

I'm working on a simple top-down game and I'm trying to perfect movement and collision detection.

While I was going through someone's game code, I noticed that they created an entire class dedicated to input handling. In the class they handle toggling any booleans for keypress and keyrelease. There is other functionality, but I'm still trying to figure it all out.

The question is if it is worth the effort to create this class, or if I should just use the keylistener in my GamePanel class? I can create some booleans to help out with movement and collision here.

Any input would be appreciated. Thank you

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